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/*
Copyright (C) 2000-2001 by Jorrit Tyberghein
Copyright (C) 2000 by W.C.A. Wijngaards
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_PARTGEN_H__
#define __CS_PARTGEN_H__
#include "csgeom/vector3.h"
#include "csgeom/box.h"
#include "csutil/cscolor.h"
#include "csutil/csvector.h"
#include "ivideo/graph3d.h"
#include "imesh/object.h"
#include "imesh/partsys.h"
#include "imesh/particle.h"
struct iMeshObjectFactory;
struct iMaterialWrapper;
struct iMovable;
struct iRenderView;
struct iObjectRegistry;
/**
* This class represents a particle system. It is a set of iParticles.
* Subclasses of this class may be of more interest to users.
* More specialised particle systems can be found below.
*/
class csParticleSystem : public iMeshObject
{
protected:
iMeshObjectFactory* factory;
iBase* logparent;
/// Object space radius.
csVector3 radius;
/// iParticle ptrs to the particles.
csVector particles;
/// Self destruct and when.
bool self_destruct;
csTicks time_to_live; // msec
/// If this system should be deleted.
bool to_delete;
/// Color of all particles.
csColor color;
/// Material for all particles.
iMaterialWrapper* mat;
/// MixMode for all particles.
uint MixMode;
/// Color change
bool change_color; csColor colorpersecond;
/// Size change
bool change_size; float scalepersecond;
/// Alpha change
bool change_alpha; float alphapersecond; float alpha_now;
/// Rotate particles, angle in radians.
bool change_rotation; float anglepersecond;
/**
* bounding box in 3d of all particles in this system.
* the particle system subclass has to give this a reasonable value.
* no particle may exceed the bbox.
*/
csBox3 bbox;
iMeshObjectDrawCallback* vis_cb;
/// Pointer to a mesh object factory for 2D sprites.
iMeshObjectFactory* spr_factory;
/// Previous time.
csTicks prev_time;
long shapenr;
float current_lod;
uint32 current_features;
bool initialized;
/// Set up this object.
virtual void SetupObject () = 0;
protected:
/// Helping func. Returns vector of with -1..+1 members. Varying length!
static csVector3& GetRandomDirection ();
/// Helping func. Returns vector of with -1..+1 members. Varying length!
static csVector3& GetRandomDirection (const csVector3& magnitude,
const csVector3& offset);
static csVector3& GetRandomPosition (const csBox3& box);
public:
/**
* Make a new system.
* Also adds the particle system to the list of the current engine.
*/
csParticleSystem (iObjectRegistry* object_reg, iMeshObjectFactory* factory);
/**
* Destroy particle system, and all particles.
* Perhaps SetDelete(true) is easier, which will delete the part.sys.
* at the next engine->UpdateParticleSystems, and also remove the
* particle system from the engine list for you.
*/
virtual ~csParticleSystem ();
/// How many particles the system currently has.
inline int GetNumParticles () const { return particles.Length();}
/// Get a particle.
inline iParticle* GetParticle (int idx) const
{ return (iParticle*)particles[idx]; }
/// Remove all particles.
void RemoveParticles ();
/// Add a new particle, increases num_particles. Do a DecRef yourself.
inline void AppendParticle (iParticle *part)
{ particles.Push(part); part->IncRef(); }
/**
* Add an rectangle shaped sprite2d particle. Pass along half w and h.
* adds sprite to engine list.
*/
void AppendRectSprite (float width, float height, iMaterialWrapper* mat,
bool lighted);
/**
* Add a sprite2d n-gon with material, and given radius.
* adds sprite to engine list.
*/
void AppendRegularSprite (int n, float radius, iMaterialWrapper* mat,
bool lighted);
/// Set selfdestruct mode on, and msec to live.
inline void SetSelfDestruct (csTicks t)
{ self_destruct=true; time_to_live = t; };
/// system will no longer self destruct
inline void UnSetSelfDestruct () { self_destruct=false; }
/// returns whether the system will self destruct
inline bool GetSelfDestruct () const { return self_destruct; }
/// if the system will self destruct, returns the time to live in msec.
inline csTicks GetTimeToLive () const { return time_to_live; }
/// Whether this system should be deleted when possible.
inline void SetDelete (bool b) { to_delete = b; }
/// Whether this system should be deleted when possible.
inline bool GetDelete () const { return to_delete; }
/// Change color of all particles, by col per second.
inline void SetChangeColor(const csColor& col)
{change_color = true; colorpersecond = col;}
/// Stop change of color
inline void UnsetChangeColor() {change_color=false;}
/// see if change color is enabled, and get a copy if so.
inline bool GetChangeColor (csColor& col) const
{ if(!change_color) return false; col = colorpersecond; return true; }
/// Change size of all particles, by factor per second.
inline void SetChangeSize(float factor)
{change_size = true; scalepersecond = factor;}
/// Stop change of size
inline void UnsetChangeSize() {change_size=false;}
/// see if change size is enabled, and get the value if so.
inline bool GetChangeSize (float& factor) const
{ if(!change_size) return false; factor = scalepersecond; return true; }
/// Set the alpha of particles.
inline void SetAlpha(float alpha)
{alpha_now = alpha; MixMode = CS_FX_SETALPHA (alpha); SetupMixMode (); }
/// Get the probable alpha of the particles
inline float GetAlpha() const {return alpha_now;}
/// Change alpha of all particles, by factor per second.
inline void SetChangeAlpha(float factor)
{change_alpha = true; alphapersecond = factor;}
/// Stop change of alpha
inline void UnsetChangeAlpha() {change_alpha=false;}
/// see if change alpha is enabled, and get the value if so.
inline bool GetChangeAlpha (float& factor) const
{ if(!change_alpha) return false; factor = alphapersecond; return true; }
/// Change rotation of all particles, by angle in radians per second.
inline void SetChangeRotation(float angle)
{change_rotation = true; anglepersecond = angle;}
/// Stop change of rotation
inline void UnsetChangeRotation() {change_rotation=false;}
/// see if change rotation is enabled, and get the angle if so.
inline bool GetChangeRotation (float& angle) const
{ if(!change_rotation) return false; angle = anglepersecond; return true; }
/// Get the bounding box for this particle system.
inline const csBox3& GetBoundingBox() const {return bbox;}
/// Set particle colors, convenience function.
virtual void SetupColor ();
/// Add particle colors, convenience function.
virtual void AddColor (const csColor& col);
/// Scale all particles.
virtual void ScaleBy(float factor);
/// Set particle mixmodes, convenience function.
virtual void SetupMixMode ();
/// Rotate all particles
virtual void Rotate(float angle);
/**
* Update the state of the particles as time has passed.
* i.e. move the particles, retexture, recolor ...
* this member function will set to_delete if self_destruct is
* enabled and time is up.
*/
virtual void Update (csTicks elapsed_time);
//------------------------ iMeshObject implementation ------------------------
SCF_DECLARE_IBASE;
virtual iMeshObjectFactory* GetFactory () const { return factory; }
virtual bool DrawTest (iRenderView* rview, iMovable* movable);
virtual void UpdateLighting (iLight** lights, int num_lights,
iMovable* movable);
virtual bool Draw (iRenderView* rview, iMovable* movable, csZBufMode mode);
virtual void SetVisibleCallback (iMeshObjectDrawCallback* cb)
{
if (cb) cb->IncRef ();
if (vis_cb) vis_cb->DecRef ();
vis_cb = cb;
}
virtual iMeshObjectDrawCallback* GetVisibleCallback () const
{
return vis_cb;
}
virtual void GetObjectBoundingBox (csBox3& bbox, int type = CS_BBOX_NORMAL)
{
(void)type;
SetupObject ();
bbox = csParticleSystem::bbox;
}
virtual void GetRadius (csVector3& rad, csVector3& cent)
{
SetupObject ();
rad = radius;
cent = bbox.GetCenter();
}
virtual void NextFrame (csTicks current_time)
{
csTicks elaps = 0;
if (prev_time != 0) elaps = current_time-prev_time;
prev_time = current_time;
Update (elaps);
}
virtual bool WantToDie () const { return to_delete; }
virtual int HitBeamBBox (const csVector3&, const csVector3&,
csVector3&, float*)
{ return -1; }
virtual bool HitBeamOutline (const csVector3&, const csVector3&,
csVector3&, float*)
{ return false; }
virtual bool HitBeamObject (const csVector3&, const csVector3&,
csVector3&, float*) { return false; }
virtual long GetShapeNumber () const { return shapenr; }
virtual void SetLogicalParent (iBase* lp) { logparent = lp; }
virtual iBase* GetLogicalParent () const { return logparent; }
//------------------------- iParticleState implementation ----------------
class ParticleState : public iParticleState
{
SCF_DECLARE_EMBEDDED_IBASE (csParticleSystem);
virtual void SetMaterialWrapper (iMaterialWrapper* material)
{
scfParent->initialized = false;
scfParent->mat = material;
}
virtual iMaterialWrapper* GetMaterialWrapper () const
{
return scfParent->mat;
}
virtual void SetMixMode (uint mode)
{
scfParent->MixMode = mode;
scfParent->SetupMixMode ();
}
virtual uint GetMixMode () const { return scfParent->MixMode; }
virtual void SetColor (const csColor& color)
{
scfParent->color = color;
scfParent->SetupColor ();
}
virtual const csColor& GetColor () const
{
return scfParent->color;
}
virtual void SetAlpha(float alpha) {scfParent->SetAlpha(alpha);}
virtual float GetAlpha() const {return scfParent->GetAlpha ();}
virtual void SetChangeColor (const csColor& color)
{
scfParent->SetChangeColor (color);
}
virtual void UnsetChangeColor ()
{
scfParent->UnsetChangeColor ();
}
virtual bool GetChangeColor (csColor& col) const
{
return scfParent->GetChangeColor(col); }
virtual void SetChangeSize (float factor)
{
scfParent->SetChangeSize (factor);
}
virtual void UnsetChangeSize ()
{
scfParent->UnsetChangeSize ();
}
virtual bool GetChangeSize (float& factor) const
{
return scfParent->GetChangeSize(factor);
}
virtual void SetChangeRotation (float angle)
{
scfParent->SetChangeRotation (angle);
}
virtual void UnsetChangeRotation ()
{
scfParent->UnsetChangeRotation ();
}
virtual bool GetChangeRotation (float& angle) const
{
return scfParent->GetChangeRotation(angle);
}
virtual void SetChangeAlpha (float factor)
{
scfParent->SetChangeAlpha (factor);
}
virtual void UnsetChangeAlpha ()
{
scfParent->UnsetChangeAlpha ();
}
virtual bool GetChangeAlpha (float& factor) const
{
return scfParent->GetChangeAlpha(factor);
}
virtual void SetSelfDestruct (csTicks t)
{
scfParent->SetSelfDestruct (t);
}
virtual void UnSetSelfDestruct ()
{
scfParent->UnSetSelfDestruct ();
}
} scfiParticleState;
friend class ParticleState;
};
/**
* This class has a set of particles that behave with phsyics.
* They each have a speed and an acceleration.
*/
class csNewtonianParticleSystem : public csParticleSystem
{
protected:
/// Particle speed, m/s.
csVector3 *part_speed;
/// Particle acceleration, m/s^2.
csVector3 *part_accel;
public:
/// Specify max number of particles.
csNewtonianParticleSystem (iObjectRegistry* object_reg,
iMeshObjectFactory* factory);
virtual ~csNewtonianParticleSystem ();
void SetCount (int max);
/// Moves the particles depending on their acceleration and speed.
virtual void Update (csTicks elapsed_time);
/// Get a particles speed. speeds are in metres/second.
csVector3& GetSpeed (int idx) const { return part_speed[idx]; }
/// Set a particles speed. speeds are in metres/second.
void SetSpeed (int idx, const csVector3& spd)
{ part_speed[idx] = spd; }
/// Get a particles acceleration. accelerations are in metres/second.
csVector3& GetAccel (int idx) const { return part_accel[idx]; }
/// Set a particles acceleration. accelerations are in metres/second.
void SetAccel (int idx, const csVector3& acl)
{ part_accel[idx] = acl; }
};
#endif // __CS_PARTGEN_H__
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